THE WORLD OF THE GODKILLERS
Four great powers. Three resurrected legends. One war against a god.
The world stands at the edge of an age of darkness. Across four great powers, ancient rivalries, forbidden sorcery, and technomancy collide as the armies of Set advance. Humanity's survival may depend upon three legendary warriors brought back from the dead—and the nations willing to follow them.

SACERA
The Conquered Continent
United beneath King Maurus, prophet of Set, Sacera has become the staging ground for conquest. At the heart of its power stands General Mamluk and the Hamuri—an army of disciplined warrior-slaves forged for war.
NARCETE
Empire of the Khans
An ancient imperial power whose armies and fleets guard the Straits of Narcete. With Khan Jerrent returned from death, Emperor Khan Dechion and Commander Isurus prepare for a war in which the living are no longer the only soldiers on the battlefield.
Four nations stand between Set and dominion over the world.
THE FOUR POWERS
UNCIA
Realm of the Mad King
Ruled by Emperor Crotalis from Wacslov, Uncia stands directly in the path of the Hamuri advance. Its answer is Valanus—the resurrected Mad King, a legendary northern berserker whose return may turn invasion into slaughter.
CAMBRIA
The Technomantic Power
From the capital of Dagoth, Cambria wields the world's most advanced technomancy. Now dominated by the resurrected demigod Baranor, its sorcerers and engineers forge weapons—and flying machines—that may redefine warfare itself.

TECHNOMANCY
Where sorcery drives machinery.
Cambria has transformed magic from an art into an engine of war. Technomancers bind arcane power into weapons, communications devices, armored machines, and experimental flying craft. The most ambitious are the vol and volmech—machines that promise to carry warfare into the skies.